RPG game conversation system

xiaoxiao2021-03-06  109

RPG game conversation system

I want to talk to all the most important part of the role playing game ~ That is the conversation system. If the role playing game of the players is enough, it should be known that there is a single sentence and keyword in the role playing game, and we will take a look at these two different systems today.

How to distinguish between a sentence and keyword system? We can easily get a message from the game players and characters in the game. In the general domestic role playing game, often use is a single sentence conversation system, that is, the player as long as the role is conversible, the other party will tell you all the news, and the player can get All messages, this is a single sentence system (such as Daewoo's Xuanyuan Sword series, Xianjian Qi Xia Chuan, etc.). Even if some games are more drilled, they will ask the play to ask a few times to have a real need message (like the chaos of the news), but it is the extension of this system.

So what about keyword systems? I think the most famous should be a series of Genesis. In the first few generations of the century, the player needs to enter the keywords themselves, and ask the various questions. If the player enters different keywords, there will be no The same answer. But because of this reason, the players who have a bad English are quite hard when they come into contact with those generations (in turn, some players have increased English in English because they play this game), which also makes many The player is not willing to contact the foundation. However, when I was a seven generations of Genesis, because of the micro-mouse, the entire keyword system did a big improvement, and the player could choose the keyword to ask by the picture, so there is no longer looking for it. The status of the keyword is happened.

Then let's take a look at the domestic roles of the keyword system playing games. In the impression of the author, it seems that there is only the kind of scholarships, Daewoo's demon movement, and a master of a master of the world's early launch. In these games, the author feels that the keyword system of the commendable chat is the most successful. As for why the author will think so, it is definitely not because the author has made himself with this game, but from the keyword. According to the structure of the system, this game is really use to the essence of keyword systems.

The so-called keyword system is just like its name, is a conversation system with keywords. Therefore, the player must be able to get a keyword from the mouth of the characters in a game. This keyword plays a role in the mouth of another person. This can say that it is useful to use the keyword. In this game, the player has to get the first tower ~ Golden Tower's eight-character words, you must first get four-character true words from a scholar, then find a wine in the hotel, Use the true words of the first four words to ask her to ask her of the true words of the four words. The cleverness of the keyword system is that if the player does not get the previous keyword, it is impossible to get the next key word in the back of the person. In this game, if the player can't first set out the first four words in the mouth of the scholar, then the four word vessels will be selected in the dialogue menu of the wine, so the player will I can't get four words. That is, the keyword system is a dialog system that has an unaccompanies with the player option.

Then let's take a look at the keyword system of the other two games. First let's take a look at Da Yu's demon. There is also a keyword system in this game, but its keyword system does not play on the dialogue, but when some tasks have not been solved, these keywords will appear in the menu of the conversation, let play You can choose what it needs to obtain the required information. When this task is resolved, this keyword disappears from the option. This kind of practice does not really play the role of "keyword", just use it to mention the same problem with the players. Next, let's take a look at the game, which can be said to be the wrong example of the keyword system. Because in this game, the keyword to provide the player has no effect on other places, but simply The message that can be expressed in a single sentence into a piece of text, so that the player needs to make all the keywords to you can know all messages. Coupled with some keywords, it is not used, so that the conversation system of this game has not exhibited the characteristics of the keyword system.

Now let's explore the two systems in the data structure. First let's take a look at the single sentence structure, remember to discuss the article of the plot structure (No. 52), the author once held an example of a single plot? The structure is a standard structure of a single sentence conversation system. Because in a single sentence conversation system, when the player suffered a role in a game, the role would determine the sentence in the game in the game, decided to say that, if it did not change, it was in the case of the plot Use this sentence repeatedly.

In this system, when the player controls the role and the role in the game, the program will determine what kind of message currently displayed according to several flags relative to this role. If there are several flags at the same time, it will only be based on the priority flag. Under such systems, the structure of the message is quite simple, and the program is also a relative code, and then the use of the judgment can determine the message to display the message. Similarly, the data structure of this system is also simpler.

Let's take a look at the information structure of the keyword system. When the single sentence system is explained earlier, the author once said that it is necessary to judge the message in the flag. In fact, this so-called flag is the indicator of the game in the game. The same in keyword systems also exists, just in addition to them, add a group of keywords, and these keywords are the focus of this conversation system.

In the game, after the player gets a keyword from one of the characters, the flag of this keyword will open, and if there is a menu, if there is a role that is known to this keyword, in the conversation menu This keyword will appear.

In this system, when talking, the program will first judge that the current player has obtained those keywords, and then look at the object of this conversation has responded to those keywords. The next will appear in the menu. These reactive keywords let players choose. After selecting a keyword, the relevant message will appear on the screen, and if there is a key word, because of the words, it will be opened after this sentence, it will also place the flag of this key after the message is displayed. turn on. Let's take a look at the following example:

In this example, there will be one and a one of two people. In the process of the game, players must first get a secret number from a certain mouth, and then use this tip to ask a one of B. to obtain the required information. Therefore, in the game, the information is as follows:

A armor [no keyword]: Oh, is you. I believe that you must have to join this secret organization, but if there is no organization, it is impossible to join.

◎ Open the keyword "password" after this message

A piece of [password]: Do you want to know the password? Ok, then I will tell you that our password is ghost.

◎ After this message, the keyword "God is ghost" open

A armor is not right, this sentence is not to me, it must be found to be organized, then tell him this port

Order can join our organization.

So in this place we can see that when the player and one of the games will be given, I will get the keywords of "password", next this.

The key will appear in the menu of conversation. After the player chooses the keyword of the password, you can get further information and "God is not

This keyword. After that, you can know the use of this keyword with the ghosts without this keyword. Next we will

Look at a part of B.

A B [Non-button]: Sorry, I don't know,

Please don't bother me.

A B [God ghosts]: You know our password, then you can join our organization. Our mission is to overthrow the current government, I hope that you will do our best for this matter.

◎ Successful joining the tailor

From here we can see that if the player is coming to find a letter when there is no ghost, there is no such keyword, then you can't get any news from the mouth of a certain B. However, when the player got the keyword "God of God" from a "God of God", the option will appear in the menu of the conversation, and after the choice, you can get a response from a certain one, and you can join the tailor organization. This kind of conversation message is also a place that is really capable of actually playing the keyword system.

When you design a keyword system, you have to pay attention, that is, you need to turn some of the keywords that have no effect at a timely time. For the above example, after the player succeeds in the tissue, this part can be said to be over, at which time the "password" and "ghosts are not" two keywords. shut down. However, if these two keywords have a role, it is not so rare to close it.

Some people say that some people will say that this story does not need to use a keyword system, even if the simple single sentence structure can be handled. But please think about it, if the plot here is when the player is talking to a part, a one has said all the news, then isn't it very meaningless? In addition, when the player is played in the game, it is also possible to let the player repeatly ask the same keyword to get the message, which is not careful than the single sentence structure. Is there any humanity?

What is said earlier is the benefits of keyword systems, but why is there rarely using keyword systems? It is all because the data structure that is talking about the keyword system is more complicated. I think about it, I originally ordered the different drama paragraphs as soon as the role in each game is. However, in a keyword system, designers must allocate keywords to

In the plot dialogue around the world, it can make the keyword system really play a role, so there is more difficult times when designing the plot. In addition, there are many domestic companies to push the game to foreign programs. Since Chinese characters are not the text of the pinyin, these keywords will be translated into other countries (like Korean, English, etc.), and the translated word will become a series of words, if When you barely cut a string of text into a moderate length, there will be a problem that you will be in question (this situation is like the problem in the three generations of the magic door is weird), or therefore it is necessary to add text display. Area. Because of these reasons, the domestic companies don't touch such systems as much as possible, so as not to find trouble.

转载请注明原文地址:https://www.9cbs.com/read-104520.html

New Post(0)